Virtual Reality Gaming in
Non-Traditional Postures
Virtual Reality Gaming in
Non-Traditional Postures
Virtual Reality Gaming in
Non-Traditional Postures
An exploratory investigation on non-traditional postures in virtual reality (VR) gaming by developing and evaluating a VR game prototype. Players’ immersion and comfort level were the primary objects of the evaluation. Additionally, the scope of different control methods in non-traditional posture game-play was studied.
An exploratory investigation on non-traditional postures in virtual reality (VR) gaming by developing and evaluating a VR game prototype. Players’ immersion and comfort level were the primary objects of the evaluation. Additionally, the scope of different control methods in non-traditional posture game-play was studied.
An exploratory investigation on non-traditional postures in virtual reality (VR) gaming by developing and evaluating a VR game prototype. Players’ immersion and comfort level were the primary objects of the evaluation. Additionally, the scope of different control methods in non-traditional posture game-play was studied.
Type: Masters dissertation
Timeline: June 2022 - October 2022
Team: Solo
Type: Masters dissertation
Timeline: June 2022 - October 2022
Team: Solo
Type: Masters dissertation
Timeline: June 2022 - October 2022
Team: Solo
Context
This project was conducted in the context of the rapidly growing field of virtual reality (VR) and its applications in gaming. Despite the advancements in VR technology over the past decade, most of the research has been focused on traditional postures such as sitting, standing, and walking. There has been a gap in the research regarding the impact of non-traditional postures, such as prone, on the overall VR gaming experience. The purpose of this project was to explore this gap by conducting a systematic study of the experience of participants playing a VR game in both prone and sitting positions. The project aimed to provide insights into the crucial components and design strategies for creating an immersive VR gaming experience in non-traditional postures.
Context
This project was conducted in the context of the rapidly growing field of virtual reality (VR) and its applications in gaming. Despite the advancements in VR technology over the past decade, most of the research has been focused on traditional postures such as sitting, standing, and walking. There has been a gap in the research regarding the impact of non-traditional postures, such as prone, on the overall VR gaming experience. The purpose of this project was to explore this gap by conducting a systematic study of the experience of participants playing a VR game in both prone and sitting positions. The project aimed to provide insights into the crucial components and design strategies for creating an immersive VR gaming experience in non-traditional postures.
Context
This project was conducted in the context of the rapidly growing field of virtual reality (VR) and its applications in gaming. Despite the advancements in VR technology over the past decade, most of the research has been focused on traditional postures such as sitting, standing, and walking. There has been a gap in the research regarding the impact of non-traditional postures, such as prone, on the overall VR gaming experience. The purpose of this project was to explore this gap by conducting a systematic study of the experience of participants playing a VR game in both prone and sitting positions. The project aimed to provide insights into the crucial components and design strategies for creating an immersive VR gaming experience in non-traditional postures.
Process
In order to explore the scope of non- traditional postures in casual VR gaming, and to provide a framework for VR games in non-traditional postures, A VR game prototype was designed and developed.
Key methods constituting the whole process were:
Prototyping | User evaluation | Analysis
Process
In order to explore the scope of non- traditional postures in casual VR gaming, and to provide a framework for VR games in non-traditional postures, A VR game prototype was designed and developed.
Key methods constituting the whole process were:
Prototyping | User evaluation | Analysis
Process
In order to explore the scope of non- traditional postures in casual VR gaming, and to provide a framework for VR games in non-traditional postures, A VR game prototype was designed and developed.
Key methods constituting the whole process were:
Prototyping | User evaluation | Analysis
Protoyping
“To create a prototype is to find the manifestation that, in its most economic form, will filter the qualities in which the designer is interested, without distorting the understanding of the whole.” -Lim et al., 2008
Inspired by Lim, a prototype focusing more on the high fidelity of the game play was developed to understand the user experience rather than developing one with high quality graphics , narrative or complex game tropes. The aspect of graphics was still considered to render the users with an immersive experience which can be played and tested in multiple postures and using several control methods.
(Initial stages of the prototype development)
A perpetually falling game was designed with the core aim of surviving as long as possible collecting the boosters and dodging the enemy objects. The difficulty of the game was made as a function of the users’ progress to keep the game engaging. The prototype was iteratively improved by pilot testing, self-testing and getting supervisor reviews.
(Final prototype gameplay)
The prototype was designed to be played in two postures:
Prone position | Sitting position
The users could control the game using 4 different control methods:
Hand Position | Hand Pose | Controller Position | Controller Buttons
Hand Position
(Player trying on the Hand Position method)
Inspired from skydiving
Speed of the fall is controlled by the span of the arms
Lateral motion is controlled by the difference in the stretch between the two arms
Hand Pose
(Player trying on the Hand Pose method)
Speed of the fall is controlled by making a fist - both hands are in fist indicate maximum speed, neither hands in fist indicate minimum speed
Users making a fist (Rock position of popular game, rock paper scissors)
Lateral speed: moving in the direction of the hand making the fist
Controller Buttons
(Player trying on the Controller Buttons method)
Speed of the fall is controlled by pressing primary button on the controller: both buttons pressed results in maximum speed, neither buttons pressed indicate minimum speed
Similar to hand pose but using controller buttons to move instead of fist
Lateral speed: moving in the direction of the controller button pressed
Controller Position
(Player trying on the Controller Position method)
Similar to hand position but tracked with the controller position instead of hands
Speed of the fall is controlled by the distance between the controllers
Lateral motion controlled by the difference in the stretch between the two hands holding the controllers
Protoyping
“To create a prototype is to find the manifestation that, in its most economic form, will filter the qualities in which the designer is interested, without distorting the understanding of the whole.” -Lim et al., 2008
Inspired by Lim, a prototype focusing more on the high fidelity of the game play was developed to understand the user experience rather than developing one with high quality graphics , narrative or complex game tropes. The aspect of graphics was still considered to render the users with an immersive experience which can be played and tested in multiple postures and using several control methods.
(Initial stages of the prototype development)
A perpetually falling game was designed with the core aim of surviving as long as possible collecting the boosters and dodging the enemy objects. The difficulty of the game was made as a function of the users’ progress to keep the game engaging. The prototype was iteratively improved by pilot testing, self-testing and getting supervisor reviews.
(Final prototype gameplay)
The prototype was designed to be played in two postures:
Prone position | Sitting position
The users could control the game using 4 different control methods:
Hand Position | Hand Pose | Controller Position | Controller Buttons
Hand Position
(Player trying on the Hand Position method)
Inspired from skydiving
Speed of the fall is controlled by the span of the arms
Lateral motion is controlled by the difference in the stretch between the two arms
Hand Pose
(Player trying on the Hand Pose method)
Speed of the fall is controlled by making a fist - both hands are in fist indicate maximum speed, neither hands in fist indicate minimum speed
Users making a fist (Rock position of popular game, rock paper scissors)
Lateral speed: moving in the direction of the hand making the fist
Controller Buttons
(Player trying on the Controller Buttons method)
Speed of the fall is controlled by pressing primary button on the controller: both buttons pressed results in maximum speed, neither buttons pressed indicate minimum speed
Similar to hand pose but using controller buttons to move instead of fist
Lateral speed: moving in the direction of the controller button pressed
Controller Position
(Player trying on the Controller Position method)
Similar to hand position but tracked with the controller position instead of hands
Speed of the fall is controlled by the distance between the controllers
Lateral motion controlled by the difference in the stretch between the two hands holding the controllers
Protoyping
“To create a prototype is to find the manifestation that, in its most economic form, will filter the qualities in which the designer is interested, without distorting the understanding of the whole.” -Lim et al., 2008
Inspired by Lim, a prototype focusing more on the high fidelity of the game play was developed to understand the user experience rather than developing one with high quality graphics , narrative or complex game tropes. The aspect of graphics was still considered to render the users with an immersive experience which can be played and tested in multiple postures and using several control methods.
(Initial stages of the prototype development)
A perpetually falling game was designed with the core aim of surviving as long as possible collecting the boosters and dodging the enemy objects. The difficulty of the game was made as a function of the users’ progress to keep the game engaging. The prototype was iteratively improved by pilot testing, self-testing and getting supervisor reviews.
(Final prototype gameplay)
The prototype was designed to be played in two postures:
Prone position | Sitting position
The users could control the game using 4 different control methods:
Hand Position | Hand Pose | Controller Position | Controller Buttons
Hand Position
(Player trying on the Hand Position method)
Inspired from skydiving
Speed of the fall is controlled by the span of the arms
Lateral motion is controlled by the difference in the stretch between the two arms
Hand Pose
(Player trying on the Hand Pose method)
Speed of the fall is controlled by making a fist - both hands are in fist indicate maximum speed, neither hands in fist indicate minimum speed
Users making a fist (Rock position of popular game, rock paper scissors)
Lateral speed: moving in the direction of the hand making the fist
Controller Buttons
(Player trying on the Controller Buttons method)
Speed of the fall is controlled by pressing primary button on the controller: both buttons pressed results in maximum speed, neither buttons pressed indicate minimum speed
Similar to hand pose but using controller buttons to move instead of fist
Lateral speed: moving in the direction of the controller button pressed
Controller Position
(Player trying on the Controller Position method)
Similar to hand position but tracked with the controller position instead of hands
Speed of the fall is controlled by the distance between the controllers
Lateral motion controlled by the difference in the stretch between the two hands holding the controllers
User Evaluation
Once a satisfactory prototype was established, the study design was articulated. Two postures were evaluated, first, having the players play in a prone position (lying on bed with hands and head extended) and second, sitting position (sitting on a chair but with neck bent to look down to feel the fall).
(Prototype testing in prone position (left) and sitting position (right))
The participants played continuously for up to a maximum of three minutes in each posture using each of the four control methods. The order in which participants were assigned positions and control method used was randomised, to avoid any bias in the final results induced by a specific order. Once the first posture was completed using all control methods, participants were given a questionnaire to provide their ratings for presence, motion perception, disorientation, and comfort, after which a brief interview followed. Then the prototype testing resumed in the second posture. The study ended with detailed interviews — lasting around fifteen minutes — after all the conditions were completed, to get an insight on the user experience. All of the interviews were recorded using an iPad as audio recordings.
User Evaluation
Once a satisfactory prototype was established, the study design was articulated. Two postures were evaluated, first, having the players play in a prone position (lying on bed with hands and head extended) and second, sitting position (sitting on a chair but with neck bent to look down to feel the fall).
(Prototype testing in prone position (left) and sitting position (right))
The participants played continuously for up to a maximum of three minutes in each posture using each of the four control methods. The order in which participants were assigned positions and control method used was randomised, to avoid any bias in the final results induced by a specific order. Once the first posture was completed using all control methods, participants were given a questionnaire to provide their ratings for presence, motion perception, disorientation, and comfort, after which a brief interview followed. Then the prototype testing resumed in the second posture. The study ended with detailed interviews — lasting around fifteen minutes — after all the conditions were completed, to get an insight on the user experience. All of the interviews were recorded using an iPad as audio recordings.
User Evaluation
Once a satisfactory prototype was established, the study design was articulated. Two postures were evaluated, first, having the players play in a prone position (lying on bed with hands and head extended) and second, sitting position (sitting on a chair but with neck bent to look down to feel the fall).
(Prototype testing in prone position (left) and sitting position (right))
The participants played continuously for up to a maximum of three minutes in each posture using each of the four control methods. The order in which participants were assigned positions and control method used was randomised, to avoid any bias in the final results induced by a specific order. Once the first posture was completed using all control methods, participants were given a questionnaire to provide their ratings for presence, motion perception, disorientation, and comfort, after which a brief interview followed. Then the prototype testing resumed in the second posture. The study ended with detailed interviews — lasting around fifteen minutes — after all the conditions were completed, to get an insight on the user experience. All of the interviews were recorded using an iPad as audio recordings.
Analysis
Video data, filled questionnaires and transcripts were pre-processed to anonymise the identities of the participants. Descriptive analysis was used to analyse questionnaire data. Additionally, thematic analysis was conducted on the interview data to arrive at findings. Speech units of interest were found and coded. These coded units of interest were further analysed to derive relevant themes and sub-themes.
Analysis
Video data, filled questionnaires and transcripts were pre-processed to anonymise the identities of the participants. Descriptive analysis was used to analyse questionnaire data. Additionally, thematic analysis was conducted on the interview data to arrive at findings. Speech units of interest were found and coded. These coded units of interest were further analysed to derive relevant themes and sub-themes.
Analysis
Video data, filled questionnaires and transcripts were pre-processed to anonymise the identities of the participants. Descriptive analysis was used to analyse questionnaire data. Additionally, thematic analysis was conducted on the interview data to arrive at findings. Speech units of interest were found and coded. These coded units of interest were further analysed to derive relevant themes and sub-themes.
Results
Results
Results
Questionnaire
The ratings provided by the participants for the parameters of presence, motion perception, disorientation, and comfort across the sitting and prone postures were analysed using SPSS and presented as shown below.
(The overall participants' ratings across presence, motion perception, disorientation, and comfort)
Questionnaire
The ratings provided by the participants for the parameters of presence, motion perception, disorientation, and comfort across the sitting and prone postures were analysed using SPSS and presented as shown below.
(The overall participants' ratings across presence, motion perception, disorientation, and comfort)
Questionnaire
The ratings provided by the participants for the parameters of presence, motion perception, disorientation, and comfort across the sitting and prone postures were analysed using SPSS and presented as shown below.
(The overall participants' ratings across presence, motion perception, disorientation, and comfort)
Interview
Firstly, NVivo, the qualitative data analysis computer software package, was used to generate a word cloud from the transcripts to provide a glimpse into the nature of the interview data.
(Word cloud generated using NVivo)
Secondly, Thematic analysis was utilised to develop a framework for designing virtual reality games in non-traditional posture. The findings suggested three crucial components (effects of posture design, sense of control, and cybersickness) to consider while using non-traditional postures in virtual reality. Matching of proprioceptive inputs to other sensory data, by using a posture relevant to the context of the game, was found to have an effect on immersion. However, other factors such as comfort, responsiveness (of the interaction), and learn-ability (of the interaction) were found to have an overlapping effect on the experience. Based on these findings, a set of six strategies are presented to aid designers with non-traditional postures in virtual reality gaming.
Interview
Firstly, NVivo, the qualitative data analysis computer software package, was used to generate a word cloud from the transcripts to provide a glimpse into the nature of the interview data.
(Word cloud generated using NVivo)
Secondly, Thematic analysis was utilised to develop a framework for designing virtual reality games in non-traditional posture. The findings suggested three crucial components (effects of posture design, sense of control, and cybersickness) to consider while using non-traditional postures in virtual reality. Matching of proprioceptive inputs to other sensory data, by using a posture relevant to the context of the game, was found to have an effect on immersion. However, other factors such as comfort, responsiveness (of the interaction), and learn-ability (of the interaction) were found to have an overlapping effect on the experience. Based on these findings, a set of six strategies are presented to aid designers with non-traditional postures in virtual reality gaming.
Interview
Firstly, NVivo, the qualitative data analysis computer software package, was used to generate a word cloud from the transcripts to provide a glimpse into the nature of the interview data.
(Word cloud generated using NVivo)
Secondly, Thematic analysis was utilised to develop a framework for designing virtual reality games in non-traditional posture. The findings suggested three crucial components (effects of posture design, sense of control, and cybersickness) to consider while using non-traditional postures in virtual reality. Matching of proprioceptive inputs to other sensory data, by using a posture relevant to the context of the game, was found to have an effect on immersion. However, other factors such as comfort, responsiveness (of the interaction), and learn-ability (of the interaction) were found to have an overlapping effect on the experience. Based on these findings, a set of six strategies are presented to aid designers with non-traditional postures in virtual reality gaming.
Strategies
Use of Postures Relevant to the Context of the Game
The posture should be designed to be relevant to the context of the game and simultaneously, the context of the game could be used as a tool to provide a richer experience utilising non-traditional postures.
Postures With a Focus on Comfort
Level of comfort provided in the posture(s) should also be critically considered, as higher sense of discomfort could interrupt the experience, and thereby having a negative impact on immersion.
Implementation of Posture Switching
Switching between postures can be used as an effective method, to minimise discomfort caused by longer duration in same posture, and to provide an engaging game experience by necessitating the game design to support the posture switching.
Accommodation of Possible Variations in Posture
The difference in posture adoption between players have been found to have effects on their comfort and overall game experience. A guide to optimal posture could be provided to minimise the range of the variance. However, it is recommended to design the game in a flexible manner to accommodate these minor variations.
Simple and Reliable Control Methods
Intuitive and naturally mapped control methods which are easily learn-able should be the goal when designing a control method for non-traditional posture game-play.
Optional Features to Minimise Cybersickness
There is an effect of posture on cybersickness, which suggests the need to incorporate traditional posture game-play as an alternative option for the players alongside non-traditional postures.
Strategies
Use of Postures Relevant to the Context of the Game
The posture should be designed to be relevant to the context of the game and simultaneously, the context of the game could be used as a tool to provide a richer experience utilising non-traditional postures.
Postures With a Focus on Comfort
Level of comfort provided in the posture(s) should also be critically considered, as higher sense of discomfort could interrupt the experience, and thereby having a negative impact on immersion.
Implementation of Posture Switching
Switching between postures can be used as an effective method, to minimise discomfort caused by longer duration in same posture, and to provide an engaging game experience by necessitating the game design to support the posture switching.
Accommodation of Possible Variations in Posture
The difference in posture adoption between players have been found to have effects on their comfort and overall game experience. A guide to optimal posture could be provided to minimise the range of the variance. However, it is recommended to design the game in a flexible manner to accommodate these minor variations.
Simple and Reliable Control Methods
Intuitive and naturally mapped control methods which are easily learn-able should be the goal when designing a control method for non-traditional posture game-play.
Optional Features to Minimise Cybersickness
There is an effect of posture on cybersickness, which suggests the need to incorporate traditional posture game-play as an alternative option for the players alongside non-traditional postures.
Strategies
Use of Postures Relevant to the Context of the Game
The posture should be designed to be relevant to the context of the game and simultaneously, the context of the game could be used as a tool to provide a richer experience utilising non-traditional postures.
Postures With a Focus on Comfort
Level of comfort provided in the posture(s) should also be critically considered, as higher sense of discomfort could interrupt the experience, and thereby having a negative impact on immersion.
Implementation of Posture Switching
Switching between postures can be used as an effective method, to minimise discomfort caused by longer duration in same posture, and to provide an engaging game experience by necessitating the game design to support the posture switching.
Accommodation of Possible Variations in Posture
The difference in posture adoption between players have been found to have effects on their comfort and overall game experience. A guide to optimal posture could be provided to minimise the range of the variance. However, it is recommended to design the game in a flexible manner to accommodate these minor variations.
Simple and Reliable Control Methods
Intuitive and naturally mapped control methods which are easily learn-able should be the goal when designing a control method for non-traditional posture game-play.
Optional Features to Minimise Cybersickness
There is an effect of posture on cybersickness, which suggests the need to incorporate traditional posture game-play as an alternative option for the players alongside non-traditional postures.
Takeaways
Further research into more non-traditional postures is required to generalise these findings.
Posture switching and customisation of hand poses for input are two design ideas found to be potentially helpful in non-traditional posture game-play in virtual reality. Future works should further explore these design ideas and their potential.
Along with that, the potential of multiplayer game-play (and social element) in virtual reality games using non-traditional posture will be an interesting direction for future research.
Takeaways
Further research into more non-traditional postures is required to generalise these findings.
Posture switching and customisation of hand poses for input are two design ideas found to be potentially helpful in non-traditional posture game-play in virtual reality. Future works should further explore these design ideas and their potential.
Along with that, the potential of multiplayer game-play (and social element) in virtual reality games using non-traditional posture will be an interesting direction for future research.
Take-
aways
Further research into more non-traditional postures is required to generalise these findings.
Posture switching and customisation of hand poses for input are two design ideas found to be potentially helpful in non-traditional posture game-play in virtual reality. Future works should further explore these design ideas and their potential.
Along with that, the potential of multiplayer game-play (and social element) in virtual reality games using non-traditional posture will be an interesting direction for future research.